Budget Cuts is a VR stealth game for the HTC Vive, currently in development by Neat Corporation.
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Release Date:
May 16, 2018

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Notice: Requires one of the following virtual reality headsets: HTC Vive or Oculus Rift. See the VR Support section for more info.

Available: May 16

This game will unlock in approximately 3 weeks


Recent updates View all (9)

April 17

Developer Spotlight - Jenny, Amelia, Laura & Johanna

During the production process of Budget Cuts we’ve worked with several awesome contractors, bringing their skills to the table and helping us out with everything from 3D-models to concept art, programming, writing and PR.

Today we’d like to introduce you to some of the contractors working on the game! Please meet Jenny, Amelia, Laura and Johanna.

Hello guys! Can you please introduce yourselves?
Jenny: My name is Jenny Holmér and I'm a Character Artist here in Stockholm, Sweden.

Amelia: Hey there! My name is Amelia, I’m a writer and occasional illustrator from the UK.

Laura: Hi! I'm Laura and I am a 3D generalist and an animator! I also draw comics and illustrations when I have time.

Johanna: Hello! I'm Johanna and I do PR/marketing things. I am also a Twitch streamer under the name Ciwiel.

What do you do on Budget Cuts/Neat Corp.?
Jenny: At Neat I had the privilege of designing and concepting the robots you find in game.

Amelia:I’m a Game Writer. For the uninitiated, this means I work with the team to flesh out the story of the game, create characters, write dialogue and guide voice actors with readings.

Laura: I worked as an contractor, mostly doing general 3D stuff! Creating new props and objects and updating old things they had in the game. I also taught the team how to use the coffee machine and spin milk for their cappuccinos. ;)

Johanna: I handle things like social media posts, responding to your Steam questions, planning and executing marketing/PR plans and so on!

What’s your background with games?
Jenny: I've been working in the games industry for 8 years now as a character artist. It stemmed from the desire to combine the two loves of my life, art and games.

Amelia: I’ve worked for Minecraft and freelanced for other VR game companies too!

Laura: Started with the cliché of "I've always loved games and played a lot when I was a kid", after that I went a long way around to finally realize that making games was not just an option, but a possibility. I went to school and tried creating my first game and fell in love! While designing and planning a game is fun I realized quickly that my favourite part was the visuals, creating 3D models, menus and animations.

Johanna: I've been in the games industry for two years working mostly with marketing, community management and graphics design. I love to interact with the people who play the games!

What does a normal work day look like for you?
Jenny: In the beginning I got design descriptions and some inspiration guidelines to what direction we wanted to characters to go, then it was just a feedback loop from there until we had reached a design that we were all happy with. It's a really collaborative and fun process!

Amelia: Being a writer involves a lot of solo work, trying to preempt what material people will need before they need it. I’ll talk to the designers throughout the day to check on level design and try to imagine what it will feel like for the player. It’s always super important to have the player in mind at all times when writing. There’s no point writing some elegant long passage if you all you need to do is guide the player to a nearby objective. There’s no typical day in my job - some days you’re writing short barks or enemy chatter, other days you’re dipping into lore and helping to guide a voice actor on how to best read the lines you’ve written. It’s a very varied job.

What’s the most challenging part of your work?
Jenny: Designing characters for VR! Not because it's necessarily harder than for "standard" games, but that it's a different design process. I had to take other things into consideration that I usually don't have to in my regular work. But this made it a really challenging and fun learning process as well.

Laura: Making everything work! There are more elements that goes into 3D that are not visual, but need to work correctly to not break the game immersion. But it's of course part of the fun and an important part of game making.

What’s the most rewarding part of your work?
Amelia: ‘Finishing it’ isn’t the most inspired answer, but there’s nothing quite like getting to the end of a first draft. Very satisfying! I also really love working with the voice actors and talking about the character. Seeing your work come to life is really special!

Johanna: Seeing all the awesome responses to what we put out! Getting to work with an amazing team of people is a huge plus as well.

How do you hope Budget Cuts will be received?
Jenny: I hope that when people play it, they have as fun as we had making it~

Amelia: Everyone on the team has worked so hard on it and cares so much about it so I hope it does fantastically well.

What’s it like to work at a small studio like Neat Corp.?
Jenny: There's the freedom to be different, and as an artist there is nothing more inspiring.

Amelia: The team is small so everything is changing and agile, which is an exciting environment to work in. It’s so easy to talk to the different team members and discuss new ideas.

How can we spot the work you’ve done in-game?
Jenny: When you play the game and run into a quirky looking robot that our amazing 3D artist and animator Christoffer has made, you know I had a part in the design. ^^

Amelia: Any time you hear a voice, I wrote it :D

Laura: You can spot a lot of my work just looking around in the game! I worked mostly with props and environments, so most things will be displayed throughout the game. I think my favourites where computer props and the elevator. But I made some smaller items as well that I hope people will appreciate.

Johanna: You can’t! You can spot my work on our Facebook, Twitter and the Steam page. :)

Where can we follow your work?
Jenny: @NeedleFork

Amelia: I use amelialkd for all my social media stuff, so feel free to say hi!

Laura: If you are curious of my art you can follow my instagram, but I have to warn that I am bad at updating regularly.

Johanna: Feel free to follow me @Ciwiel. I also stream a bunch on my Twitch channel.

That’s it for this time. Thanks to all of our lovely contractors that have had a hand in creating Budget Cuts!
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April 12

Developer Spotlight - Jonas

No game would be complete without sound and music. Therefore today’s spotlight is on Jonas, the creator of everything your ears will pick up in Budget Cuts.

Hello Jonas! Can you tell us a little about yourself?
My name is Jonas Kjellberg, father of one or two depending on when you are reading this, and I love things that make noise. I am an audio designer and composer.

What do you do at Neat Corp.?
I am working as an independent contractor, but have been with the team since the early demo. I record, compose, edit, design, implement and script the sounds and music for the game.

What’s your background in the games industry?
While finishing up my Masters I started composing and sound designing for indie games, and have been doing so ever since, for about 4-5 years now. I am partner of Teotl Studios and we made The Solus Project, of which I did all the audio design, implementation and music, as well as working on the VR conversion of the game. I am also CTO of a startup that creates music middleware for games, with hopes of making music in games become fully adaptive to whatever is happening on the scene.

What’s your all time favourite video game?
Transport Tycoon. My dad was head of a logistics company and he bought the game for me and my sister to better appreciate his line of work or something? Who knows, it was a weird game to gift a 7 year old who didn't speak english. But some year later I came to love it and now I play it every other year.

What does a normal day in the life of an audio designer/composer look like?
I've recently moved my studio space into my home office, to be able to work while the kiddo is having a cold for the eleventh time. After dropping off at kindergarten, I sit at my workstation and either boot up macOS for composing or advanced audio design, or boot into Windows to work directly on the implementation in Unity or doing simpler audio design. I normally sit very focused for hours on end, only stopping for lunch and coffee. Since I am offsite I follow along the latest updates on Slack on the state of the game.

What strikes you as the most challenging and the most rewarding parts of your work?
Forcing creativity, especially when it comes to composing music. When you are a hobbyist you have the luxury to sit down and make music whenever you feel inspired. But as a professional you have to make sure to be inspired at 9AM every morning. And of course the music of Budget Cuts is influenced by Noir jazz. I know nothing of jazz, I am schooled in electronic avant garde stuff, so I have to fake a jazz sound on top of everything! When it comes to audio design the most frustrating part is having to put on a VR headset, and then fancy headphones, just to pick up at virtual soda can and throwing it a bunch of times to make sure it sounds realistic. Then take everything off, change a few setting and strap in to test it again. Repeat for every sound in the game.

The most rewarding part is when inspiration strikes and you get into a groove, composing music fully envelops you and it's like everything else cease to exist. I enter a zen like state and the only thing that matters is organising these fleeting ideas into a pleasant sounding stream of sounds. Next best (which is also the ugliest) is whenever someone compliments your work and your ego licks that praise up like your life depended on it. Working with small studios gives me much more creative freedom, and I feel that I can go more with my gut at times. I enjoy working with Neat in particular because several of the team members were friends of mine even before we started working on budget cuts. And even though I don't see them in person very often, it's great to have some friendly folks to share everyday banter with since being a composer is a pretty lonely job.

Where can we spot your work in-game?
If I've done my job correctly you should not notice it, but every single thing that makes a sound have been graced by my hands, or rather software. Also the music that plays in your ears.

Where can we follow your work?
I have a Twitter of course @wrenchse. Also, follow me on SoundCloud! soundcloud.com/wrench-se. But if you wanna buy my soundtracks check out wrench.bandcamp.com instead.

We hope this gave you a little more insight into the audio production of Budget Cuts. Thank you for the continuous support!
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“Budget Cuts, to put it bluntly, is the future. The act of sneaking around, of taking quick action when spotted and then getting into a kill position with a knife, or making that perfect throw ... it's a rush that I might never have experienced in a game before.”

“Budget Cuts reminds me of classic Valve single-player games. That’s a very, very exciting thing.”

“I can’t wait to play more of Budget Cuts, which might be the best, most interesting VR game I’ve played.”

About This Game

Budget Cuts is a VR stealth game for the HTC Vive, currently in development by Neat Corporation.

System Requirements

    • OS: Windows 7 SP1 or newer
    • Processor: Intel i5-4590 / AMD Ryzen 1500X
    • Memory: 6 GB RAM
    • Graphics: GeForce GTX 980/1060 or Radeon RX 480

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